# Objective
The Bevy API around manipulating hierarchies removes `Children` if the
operation results in an entity having no children. This means that
`Children` is guaranteed to hold actual children. However, the following
code unexpectedly inserts empty `Children`:
```rust
commands.entity(entity).with_children(|_| {});
```
This was discovered by @Jondolf:
https://discord.com/channels/691052431525675048/1124043933886976171/1257660865625325800
## Solution
- `with_children` is now a noop when no children were passed
## Testing
- Added a regression test
# Objective
It's not always obvious what the default value for `RenderLayers`
represents. It is documented, but since it's an implementation of a
trait method the documentation may or may not be shown depending on the
IDE.
## Solution
Add documentation to the `none` method that explicitly calls out the
difference.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Allow combining render layers with a more-ergonomic syntax than
`RenderLayers::from_iter(a.iter().chain(b.iter()))`.
## Solution
Add the `or` operation (and corresponding `const` method) to allow
computing the union of a set of render layers. While we're here, also
added `and` and `xor` operations. Someone might find them useful
## Testing
Added a simple unit test.
# Objective
- When no wgpu backend is selected, there should be a clear explanation.
- Fix a regression in 0.14 when not using default features. I hit this
compile failure when trying to build bevy_framepace for 0.14.0-rc.4
```
error[E0432]: unresolved import `crate::core_3d::DEPTH_TEXTURE_SAMPLING_SUPPORTED`
--> /Users/aevyrie/.cargo/registry/src/index.crates.io-6f17d22bba15001f/bevy_core_pipeline-0.14.0-rc.4/src/dof/mod.rs:59:19
|
59 | Camera3d, DEPTH_TEXTURE_SAMPLING_SUPPORTED,
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ no `DEPTH_TEXTURE_SAMPLING_SUPPORTED` in `core_3d`
|
note: found an item that was configured out
--> /Users/aevyrie/.cargo/registry/src/index.crates.io-6f17d22bba15001f/bevy_core_pipeline-0.14.0-rc.4/src/core_3d/mod.rs:53:11
|
53 | pub const DEPTH_TEXTURE_SAMPLING_SUPPORTED: bool = false;
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
note: found an item that was configured out
--> /Users/aevyrie/.cargo/registry/src/index.crates.io-6f17d22bba15001f/bevy_core_pipeline-0.14.0-rc.4/src/core_3d/mod.rs:63:11
|
63 | pub const DEPTH_TEXTURE_SAMPLING_SUPPORTED: bool = true;
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
```
## Solution
- Ensure that `DEPTH_TEXTURE_SAMPLING_SUPPORTED` is either `true` or
`false`, it shouldn't be completely missing.
## Testing
- Building on WASM without default features, which now seemingly no
longer includes webgl, will panic on startup with a message saying that
no wgpu backend was selected. This is much more helpful than the compile
time failure:
```
No wgpu backend feature that is implemented for the target platform was enabled
```
- I can see an argument for making this a compile time failure, however
the current failure mode is very confusing for novice users, and
provides no clues for how to fix it. If we want this to fail at compile
time, we should do it in a way that fails with a helpful message,
similar to what this PR acheives.
# Objective
- Fixes#14059
- `morphed_skinned_mesh_layout` is the same as
`morphed_skinned_motion_mesh_layout` but shouldn't have the skin / morph
from previous frame, as they're used for motion
## Solution
- Remove the extra entries
## Testing
- Run with the glTF file reproducing #14059, it works
# Objective
- Fixes a correctness error introduced in
https://github.com/bevyengine/bevy/pull/14013 ...
## Solution
I've been playing around a lot of with the access code and I realized
that I introduced a soundness error when trying to simplify the code.
When we have a `Or<(With<A>, With<B>)>` filter, we cannot call
```
let mut intermediate = FilteredAccess::default();
$name::update_component_access($name, &mut intermediate);
_new_access.append_or(&intermediate);
```
because that's just equivalent to adding the new components as `Or`
clauses.
For example if the existing `filter_sets` was `vec![With<C>]`, we would
then get `vec![With<C>, With<A>, With<B>]` which translates to `A or B
or C`.
Instead what we want is `(A and B) or (A and C)`, so we need to have
each new OR clause compose with the existing access like so:
```
let mut intermediate = _access.clone();
// if we previously had a With<C> in the filter_set, this will become `With<C> AND With<A>`
$name::update_component_access($name, &mut intermediate);
_new_access.append_or(&intermediate);
```
## Testing
- Added a unit test that is broken in main, but passes in this PR
# Objective
`sickle_ui` needs `PartialEq` on components to turn them into animatable
style attributes.
## Solution
All properties of Outline is already `PartialEq`, add derive on
`Outline` as well.
## Testing
- used `sickle_ui` to test if it can be made animatable
As reported in #14004, many third-party plugins, such as Hanabi, enqueue
entities that don't have meshes into render phases. However, the
introduction of indirect mode added a dependency on mesh-specific data,
breaking this workflow. This is because GPU preprocessing requires that
the render phases manage indirect draw parameters, which don't apply to
objects that aren't meshes. The existing code skips over binned entities
that don't have indirect draw parameters, which causes the rendering to
be skipped for such objects.
To support this workflow, this commit adds a new field,
`non_mesh_items`, to `BinnedRenderPhase`. This field contains a simple
list of (bin key, entity) pairs. After drawing batchable and unbatchable
objects, the non-mesh items are drawn one after another. Bevy itself
doesn't enqueue any items into this list; it exists solely for the
application and/or plugins to use.
Additionally, this commit switches the asset ID in the standard bin keys
to be an untyped asset ID rather than that of a mesh. This allows more
flexibility, allowing bins to be keyed off any type of asset.
This patch adds a new example, `custom_phase_item`, which simultaneously
serves to demonstrate how to use this new feature and to act as a
regression test so this doesn't break again.
Fixes#14004.
## Changelog
### Added
* `BinnedRenderPhase` now contains a `non_mesh_items` field for plugins
to add custom items to.
# Objective
`StaticSystemParam` should delegate all `SystemParam` methods to the
inner param, but it looks like it was missed when the new `queue()`
method was added in #10839.
## Solution
Implement `StaticSystemParam::queue()` to delegate to the inner param.
The comment was incorrect - we are already looking at the pyramid
texture so we do not need to transform the size in any way. Doing that
resulted in a mip that was too fine to be selected in certain cases,
which resulted in a 2x2 pixel footprint not actually fully covering the
cluster sphere - sometimes this could lead to a non-conservative depth
value being computed which resulted in the cluster being marked as
invisible incorrectly.
This change updates meshopt-rs to 0.3 to take advantage of the newly
added sparse simplification mode: by default, simplifier assumes that
the entire mesh is simplified and runs a set of calculations that are
O(vertex count), but in our case we simplify many small mesh subsets
which is inefficient.
Sparse mode instead assumes that the simplified subset is only using a
portion of the vertex buffer, and optimizes accordingly. This changes
the meaning of the error (as it becomes relative to the subset, in our
case a meshlet group); to ensure consistent error selection, we also use
the ErrorAbsolute mode which allows us to operate in mesh coordinate
space.
Additionally, meshopt 0.3 runs optimizeMeshlet automatically as part of
`build_meshlets` so we no longer need to call it ourselves.
This reduces the time to build meshlet representation for Stanford Bunny
mesh from ~1.65s to ~0.45s (3.7x) in optimized builds.
This is a followup to https://github.com/bevyengine/bevy/pull/13904
based on the discussion there, and switches two HashMaps that used
meshlet ids as keys to Vec.
In addition to a small further performance boost for `from_mesh` (1.66s
=> 1.60s), this makes processing deterministic modulo threading issues
wrt CRT rand described in the linked PR. This is valuable for debugging,
as you can visually or programmatically inspect the meshlet distribution
before/after making changes that should not change the output, whereas
previously every asset rebuild would change the meshlet structure.
Tested with https://github.com/bevyengine/bevy/pull/13431; after this
change, the visual output of meshlets is consistent between asset
rebuilds, and the MD5 of the output GLB file does not change either,
which was not the case before.
This change reworks `find_connected_meshlets` to scale more linearly
with the mesh size, which significantly reduces the cost of building
meshlet representations. As a small extra complexity reduction, it moves
`simplify_scale` call out of the loop so that it's called once (it only
depends on the vertex data => is safe to cache).
The new implementation of connectivity analysis builds edge=>meshlet
list data structure, which allows us to only iterate through
`tuple_combinations` of a (usually) small list. There is still some
redundancy as if two meshlets share two edges, they will be represented
in the meshlet lists twice, but it's overall much faster.
Since the hash traversal is non-deterministic, to keep this part of the
algorithm deterministic for reproducible results we sort the output
adjacency lists.
Overall this reduces the time to process bunny mesh from ~4.2s to ~1.7s
when using release; in unoptimized builds the delta is even more
significant.
This was tested by using https://github.com/bevyengine/bevy/pull/13431
and:
a) comparing the result of `find_connected_meshlets` using old and new
code; they are equal in all steps of the clustering process
b) comparing the rendered result of the old code vs new code *after*
making the rest of the algorithm deterministic: right now the loop that
iterates through the result of `group_meshlets()` call executes in
different order between program runs. This is orthogonal to this change
and can be fixed separately.
Note: a future change can shrink the processing time further from ~1.7s
to ~0.4s with a small diff but that requires an update to meshopt crate
which is pending in https://github.com/gwihlidal/meshopt-rs/pull/42.
This change is independent.
When using combinators such as `EntityCommand::with_entity` to build
commands, it can be easy to forget to apply that command, leading to
dead code. In many cases this doesn't even lead to an unused variable
warning, which can make these mistakes difficult to track down
Annotate the method with `#[must_use]`
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- #14017 changed how `UiImage` and `BackgroundColor` work
- one change was missed in example `color_grading`, another in the
mobile example
## Solution
- Change it in the examples
# Objective
- After #13908, shaders imported are collected
- this is done with a hashset, so order is random between executions
## Solution
- Don't use a hashset, and keep the order they were found in the example
# Objective
Numerous people have been confused that Bevy runs slowly, when the
reason is that the `llvmpipe` software rendered is being used.
## Solution
Printing a warning could reduce the confusion.
# Objective
- Fixes#13728
## Solution
- add a new feature `smaa_luts`. if enables, it also enables `ktx2` and
`zstd`. if not, it doesn't load the files but use placeholders instead
- adds all the resources needed in the same places that system that uses
them are added.
# Objective
Fixes https://github.com/bevyengine/bevy/issues/13993
PR inspired by https://github.com/bevyengine/bevy/pull/14007 to
accomplish the same thing, but maybe in a clearer fashion.
@Gingeh feel free to take my changes and add them to your PR, I don't
want to steal any credit
---------
Co-authored-by: Gingeh <39150378+Gingeh@users.noreply.github.com>
Co-authored-by: Bob Gardner <rgardner@inworld.ai>
Co-authored-by: Martín Maita <47983254+mnmaita@users.noreply.github.com>
# Objective
In Bevy 0.13, `BackgroundColor` simply tinted the image of any
`UiImage`. This was confusing: in every other case (e.g. Text), this
added a solid square behind the element. #11165 changed this, but
removed `BackgroundColor` from `ImageBundle` to avoid confusion, since
the semantic meaning had changed.
However, this resulted in a serious UX downgrade / inconsistency, as
this behavior was no longer part of the bundle (unlike for `TextBundle`
or `NodeBundle`), leaving users with a relatively frustrating upgrade
path.
Additionally, adding both `BackgroundColor` and `UiImage` resulted in a
bizarre effect, where the background color was seemingly ignored as it
was covered by a solid white placeholder image.
Fixes#13969.
## Solution
Per @viridia's design:
> - if you don't specify a background color, it's transparent.
> - if you don't specify an image color, it's white (because it's a
multiplier).
> - if you don't specify an image, no image is drawn.
> - if you specify both a background color and an image color, they are
independent.
> - the background color is drawn behind the image (in whatever pixels
are transparent)
As laid out by @benfrankel, this involves:
1. Changing the default `UiImage` to use a transparent texture but a
pure white tint.
2. Adding `UiImage::solid_color` to quickly set placeholder images.
3. Changing the default `BorderColor` and `BackgroundColor` to
transparent.
4. Removing the default overrides for these values in the other assorted
UI bundles.
5. Adding `BackgroundColor` back to `ImageBundle` and `ButtonBundle`.
6. Adding a 1x1 `Image::transparent`, which can be accessed from
`Assets<Image>` via the `TRANSPARENT_IMAGE_HANDLE` constant.
Huge thanks to everyone who helped out with the design in the linked
issue and [the Discord
thread](https://discord.com/channels/691052431525675048/1255209923890118697/1255209999278280844):
this was very much a joint design.
@cart helped me figure out how to set the UiImage's default texture to a
transparent 1x1 image, which is a much nicer fix.
## Testing
I've checked the examples modified by this PR, and the `ui` example as
well just to be sure.
## Migration Guide
- `BackgroundColor` no longer tints the color of images in `ImageBundle`
or `ButtonBundle`. Set `UiImage::color` to tint images instead.
- The default texture for `UiImage` is now a transparent white square.
Use `UiImage::solid_color` to quickly draw debug images.
- The default value for `BackgroundColor` and `BorderColor` is now
transparent. Set the color to white manually to return to previous
behavior.
# Objective
- Fixes#13811 (probably, I lost my test code...)
## Solution
- Turns out that Queue and PrepareAssets are _not_ ordered. We should
probably either rethink our system sets (again), or improve the
documentation here. For reference, I've included the current ordering
below.
- The `prepare_meshlet_meshes_X` systems need to run after
`prepare_assets::<PreparedMaterial<M>>`, and have also been moved to
QueueMeshes.
```rust
schedule.configure_sets(
(
ExtractCommands,
ManageViews,
Queue,
PhaseSort,
Prepare,
Render,
Cleanup,
)
.chain(),
);
schedule.configure_sets((ExtractCommands, PrepareAssets, Prepare).chain());
schedule.configure_sets(QueueMeshes.in_set(Queue).after(prepare_assets::<GpuMesh>));
schedule.configure_sets(
(PrepareResources, PrepareResourcesFlush, PrepareBindGroups)
.chain()
.in_set(Prepare),
);
```
## Testing
- Ambiguity checker to make sure I don't have ambiguous system ordering
accurate for debugging. To ensure that its can still be readily logged
in error messages and inspectors, this PR added a more concise and
human-friendly `Display` impl.
However, users found this form too verbose: the `to_bits` information
was unhelpful and too long. Fixes#13980.
- Don't include `Entity::to_bits` in the `Display` implementation for
`Entity`. This information can readily be accessed and logged for users
who need it.
- Also clean up the implementation of `Display` for `DebugName`,
introduced in https://github.com/bevyengine/bevy/pull/13760, to simply
use the new `Display` impl (since this was the desired format there).
I've updated an existing test to verify the output of `Entity::display`.
---------
Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
# Objective
- Fixes https://github.com/bevyengine/bevy/issues/14003
## Solution
- Expose an API to perform updates for a specific sub-app, so we can
avoid mutable borrow the app twice.
## Testing
- I have tested the API by modifying the code in the `many_lights`
example with the following changes:
```rust
impl Plugin for LogVisibleLights {
fn build(&self, app: &mut App) {
let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
render_app.add_systems(Render, print_visible_light_count.in_set(RenderSet::Prepare));
}
fn finish(&self, app: &mut App) {
app.update_sub_app_by_label(RenderApp);
}
}
```
---
## Changelog
- add the `update_sub_app_by_label` API to `App` and `SubApps`.
---------
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
# Objective
Tight, in-frame generation, re-parenting, despawning, etc., UI
operations could sometime lead taffy to panic (invalid SlotMap key used)
when an entity with an invalid state later despawned.
Fixes#12403
## Solution
Move the `remove_entities` call after children updates.
## Testing
`sickle_ui` had a case that always caused the panic. Tested before this
change, after this change, and before the change again to make sure the
error is there without the fix. The fix worked. Test steps and used
commit described in issue #12403.
I have also ran every bevy UI example, though none of them deal with
entity re-parenting or removal. No regression detected on them.
Tested on Windows only.
* Fixes https://github.com/bevyengine/bevy/issues/13813
* Fixes https://github.com/bevyengine/bevy/issues/13810
Tested a combined scene with both regular meshes and meshlet meshes
with:
* Regular forward setup
* Forward + normal/motion vector prepasses
* Deferred (with depth prepass since that's required)
* Deferred + depth/normal/motion vector prepasses
Still broken:
* Using meshlet meshes rendering in deferred and regular meshes
rendering in forward + depth/normal prepass. I don't know how to fix
this at the moment, so for now I've just add instructions to not mix
them.
# Objective
`with_event` will result in unsafe casting of event data of the given
type to the type expected by the Observer system. This is inherently
unsafe.
## Solution
Flag `Observer::with_event` and `ObserverDescriptor::with_events` as
unsafe. This will not affect normal workflows as `with_event` is
intended for very specific (largely internal) use cases.
This _should_ be backported to 0.14 before release.
---
## Changelog
- `Observer::with_event` is now unsafe.
- Rename `ObserverDescriptor::with_triggers` to
`ObserverDescriptor::with_events` and make it unsafe.
# Objective
- Fixes#13702
- When creating a new window, its scale was changed to match the one
returned by winit, but its size was not which resulted in an incorrect
size until the event with the correct size was received, at least 1
frame later
## Solution
- Apply the window scale to its size when creating it
Fixes#13701
After `winit` upgrade to `0.31`, windows were no longer correctly
resizing. This appears to just have been a simple mistake, where the new
physical size was being sourced from the `winit` window rather than on
the incoming `Window` component.
## Testing
Tested on macOS, but I'm curious whether this was also broken on other
platforms.
# Objective
The documentation for
[`Transform::align`](https://docs.rs/bevy/0.14.0-rc.3/bevy/transform/components/struct.Transform.html#method.align)
mentions a hypothetical ship model. Showing this concretely would be a
nice improvement over using a cube.
> For example, if a spaceship model has its nose pointing in the
X-direction in its own local coordinates and its dorsal fin pointing in
the Y-direction, then align(Dir3::X, v, Dir3::Y, w) will make the
spaceship’s nose point in the direction of v, while the dorsal fin does
its best to point in the direction w.
## Solution
This commit makes the ship less hypothetical by using a kenney ship
model in the example.
The local axes for the ship needed to change to accommodate the gltf, so
the hypothetical in the documentation and this example's local axes
don't necessarily match. Docs use `align(Dir3::X, v, Dir3::Y, w)` and
this example now uses `(Vec3::NEG_Z, *first, Vec3::X, *second)`.
I manually modified the `craft_speederD` Node's `translation` to be
0,0,0 in the gltf file, which means it now differs from kenney's
original model.
Original ship from: https://kenney.nl/assets/space-kit
## Testing
```
cargo run --example align
```
![screenshot-2024-06-19-at-14 27
05@2x](https://github.com/bevyengine/bevy/assets/551247/ab1afc8f-76b2-42b6-b455-f0d1c77cfed7)
![screenshot-2024-06-19-at-14 27
12@2x](https://github.com/bevyengine/bevy/assets/551247/4a01031c-4ea1-43ab-8078-3656db67efe0)
![screenshot-2024-06-19-at-14 27
20@2x](https://github.com/bevyengine/bevy/assets/551247/06830f38-ba2b-4e3a-a265-2d10f9ea9de9)
# Objective
Fixes#13920
## Solution
As described in the issue.
## Testing
Moved a custom transition plugin in example before any of the app-state
methods.
# Objective
Fix a 9-slice asymmetric border issue that
[QueenOfSquiggles](https://blobfox.coffee/@queenofsquiggles/112639035165575222)
found. Here's the behavior before:
<img width="340" alt="the-bug"
src="https://github.com/bevyengine/bevy/assets/54390/81ff1847-b2ea-4578-9fd0-af6ee96c5438">
## Solution
Here's the behavior with the fix.
<img width="327" alt="the-fix"
src="https://github.com/bevyengine/bevy/assets/54390/33a4e3f0-b6a8-448e-9654-1197218ea11d">
## Testing
I used QueenOfSquiggles
[repo](https://github.com/QueenOfSquiggles/my-bevy-learning-project) to
exercise the code. I manually went through a number of variations of the
border and caught a few other issues after the first pass. I added some
code to create random borders and though they often looked funny there
weren't any gaps like before.
### Unit Tests
I did add some tests to `slicer.rs` mostly as an exploratory programming
exercise. So they currently act as a limited, incomplete,
"golden-file"-ish approach. Perhaps they're not worth keeping.
In order to write the tests, I did add a `PartialEq` derive for
`TextureSlice`.
I only tested these changes on macOS.
---
## Changelog
Make 9-slice textures work with asymmetric borders.
# Objective
Add extra metadata for the shader examples that contains the location of
their associated shader file(s). This is to be used for the bevy website
shader examples so that the shader code is underneath the rust code.
## Solution
Parse the example rust files for mentions of `.wgsl`, `.frag`, and
`.vert`, then append the found paths to a field called
`shader_code_paths` in the generated `index.md`s for each shader
example.
# Objective
A very common way to organize a first-person view is to split it into
two kinds of models:
- The *view model* is the model that represents the player's body.
- The *world model* is everything else.
The reason for this distinction is that these two models should be
rendered with different FOVs.
The view model is typically designed and animated with a very specific
FOV in mind, so it is
generally *fixed* and cannot be changed by a player. The world model, on
the other hand, should
be able to change its FOV to accommodate the player's preferences for
the following reasons:
- *Accessibility*: How prone is the player to motion sickness? A wider
FOV can help.
- *Tactical preference*: Does the player want to see more of the
battlefield?
Or have a more zoomed-in view for precision aiming?
- *Physical considerations*: How well does the in-game FOV match the
player's real-world FOV?
Are they sitting in front of a monitor or playing on a TV in the living
room? How big is the screen?
## Solution
I've added an example implementing the described setup as follows.
The `Player` is an entity holding two cameras, one for each model. The
view model camera has a fixed
FOV of 70 degrees, while the world model camera has a variable FOV that
can be changed by the player.
I use different `RenderLayers` to select what to render.
- The world model camera has no explicit `RenderLayers` component, so it
uses the layer 0.
All static objects in the scene are also on layer 0 for the same reason.
- The view model camera has a `RenderLayers` component with layer 1, so
it only renders objects
explicitly assigned to layer 1. The arm of the player is one such
object.
The order of the view model camera is additionally bumped to 1 to ensure
it renders on top of the world model.
- The light source in the scene must illuminate both the view model and
the world model, so it is
assigned to both layers 0 and 1.
To better see the effect, the player can move the camera by dragging
their mouse and change the world model's FOV with the arrow keys. The
arrow up key maps to "decrease FOV" and the arrow down key maps to
"increase FOV". This sounds backwards on paper, but is more intuitive
when actually changing the FOV in-game since a decrease in FOV looks
like a zoom-in.
I intentionally do not allow changing the view model's FOV even though
it would be illustrative because that would be an anti-pattern and bloat
the code a bit.
The example is called `first_person_view_model` and not just
`first_person` because I want to highlight that this is not a simple
flycam, but actually renders the player.
## Testing
Default FOV:
<img width="1392" alt="image"
src="https://github.com/bevyengine/bevy/assets/9047632/8c2e804f-fac2-48c7-8a22-d85af999dfb2">
Decreased FOV:
<img width="1392" alt="image"
src="https://github.com/bevyengine/bevy/assets/9047632/1733b3e5-f583-4214-a454-3554e3cbd066">
Increased FOV:
<img width="1392" alt="image"
src="https://github.com/bevyengine/bevy/assets/9047632/0b0640e6-5743-46f6-a79a-7181ba9678e8">
Note that the white bar on the right represents the player's arm, which
is more obvious in-game because you can move the camera around.
The box on top is there to make sure that the view model is receiving
shadows.
I tested only on macOS.
---
## Changelog
I don't think new examples go in here, do they?
## Caveat
The solution used here was implemented with help by @robtfm on
[Discord](https://discord.com/channels/691052431525675048/866787577687310356/1241019224491561000):
> shadow maps are specific to lights, not to layers
> if you want shadows from some meshes that are not visible, you could
have light on layer 1+2, meshes on layer 2, camera on layer 1 (for
example)
> but this might change in future, it's not exactly an intended feature
In other words, the example code as-is is not guaranteed to work in the
future. I want to bring this up because the use-case presented here is
extremely common in first-person games and important for accessibility.
It would be good to have a blessed and easy way of how to achieve it.
I'm also not happy about how I get the `perspective` variable in
`change_fov`. Very open to suggestions :)
## Related issues
- Addresses parts of #12658
- Addresses parts of #12588
---------
Co-authored-by: Pascal Hertleif <killercup@gmail.com>
# Objective
Fixes#13299
On Linux/X11, changing focus into a winit window will produce winit
KeyboardInput events with a "is_synthetic=true" flag that are not
intended to be used. Bevy erroneously passes them on to the user,
resulting in phantom key presses.
## Solution
This patch properly filters out winit KeyboardInput events with
"is_synthetic=true".
For example, pressing Alt+Tab to focus a bevy winit window results in a
permanently stuck Tab key until the user presses Tab once again to
produce a winit KeyboardInput release event. The Tab key press event
that causes this problem is "synthetic", should not be used according to
the winit devs, and simply ignoring it fixes this problem.
Synthetic key **releases** are still evaluated though, as they are
essential for correct release key handling. For example, if the user
binds the key combination Alt+1 to the action "move the window to
workspace 1", places the bevy game in workspace 2, focuses the game and
presses Alt+1, then the key release event for the "1" key will be
synthetic. If we would filter out all synthetic keys, the bevy game
would think that the 1 key remains pressed forever, until the user
manually presses+releases the key again inside bevy.
Reference:
https://docs.rs/winit/0.30.0/winit/event/enum.WindowEvent.html#variant.KeyboardInput.field.is_synthetic
Relevant discussion: https://github.com/rust-windowing/winit/issues/3543
## Testing
Tested with the "keyboard_input_events" example. Entering/exiting the
window with various keys, as well as changing its workspace, produces
the correct press/release events.
# Objective
- Observers example is using an unseeded random, prints text to console
and doesn't display text as other examples
## Solution
- use seeded random
- log instead of printing
- use common settings for UI text
# Objective
- Fixes#13874
## Solution
- Confirm that the `StatesPlugin` is installed when trying to add
states.
- Skipped for state scoped entities, since those will warn about missing
states.
# Objective
Fixes#13854
## Solution
Removed the inaccurate warning. This was done for a few reasons:
- States not existing is now a valid "state" (for lack of a better term)
- Other run conditions don't provide an equivalent warning
# Objective
- #13846 introduced a bug where text not bound was not displayed
## Solution
- bounds are infinite
- use computed size instead, that already should be using the available
bounds
# Objective
- Fixes#13825
## Solution
- Cherry picked and fixed non-trivial conflicts to be able to merge
#10839 into the 0.14 release branch.
Link to PR: https://github.com/bevyengine/bevy/pull/10839
Co-authored-by: James O'Brien <james.obrien@drafly.net>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: MiniaczQ <xnetroidpl@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Fixes#13844
- Warn user when initializing state multiple times
## Solution
- `insert_state` will overwrite previously initialized state value,
reset transition events and re-insert it's own transition event.
- `init_state`, `add_sub_state`, `add_computed_state` are idempotent, so
calling them multiple times will emit a warning.
## Testing
- 2 tests confirming overwrite works.
- Given the example from #13844
```rs
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.insert_state(AppState::A)
.insert_state(AppState::B)
.add_systems(OnEnter(AppState::A), setup_a)
.add_systems(OnEnter(AppState::B), setup_b)
.add_systems(OnExit(AppState::A), cleanup_a)
.add_systems(OnExit(AppState::B), cleanup_b)
.run();
}
#[derive(States, Debug, Clone, PartialEq, Eq, Hash)]
enum AppState {
A,
B,
}
fn setup_a() {
info!("setting up A");
}
fn setup_b() {
info!("setting up B");
}
fn cleanup_a() {
info!("cleaning up A");
}
fn cleanup_b() {
info!("cleaning up B");
}
```
We get the following result:
```
INFO states: setting up B
```
which matches our expectations.